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Daz3d fbx export to Clo3d
Hi,
I'm creating a new avatar to be exported and imported in the Clo3d.
After export the fbx and import it on the Clo3d, I'm getting my avatar without the eyebrows.
Left image the avatar in Daz3d. Right image the avatar imported in the Clo3d without eyebrows.
An my fbx export settings.
Any ideia ?
Importing Hands dial-ups into Blender?Hi Padone,
I've tried again today and it's working. Go figure. I couldn't get them to import for the life of me yesterday.
Silly me 8^)Thanks!
Let's appreciate/discuss today's new releases - more ongoinger threadmy PC is actually a potato compared to most
a Ryzen3
I do have a nice 2080Ti though thanks to TheMysteryIsThePoint

the video is actually nothing special, done many of them have playlists on 2 of my channels of Twinmotion videos, other than the texture/material import thing it's very easy to use
it has lots of its own content too including Quixel Megascans and embedded linking to Sketchfab models
Stonemason's stuff is what makes this one and some others look good
Importing Hands dial-ups into Blender?Should work with any method, either "daz favorites" in easy import or "import custom morphs" in setup. If it is using the daz body morphs then you have to include them too. What exactly doesn't work ?
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs
Volumetrics showing up as Black Cubes in iRayThanks, folks -- I should just check the logs first. Just removed all the .enc files; I'll reinstall whatever breaks (if anything). Should probably rebuild metadata at this point.
After removing the product, removing remnant .enc files (which I know weren't being used since they haven't been accessed in about a month and a half) and re-installing the product fixed the issue.Morphs in Blender: scale to 100 before export?pixelquack said:
Can I load the morph at standard resolution or do I have to switch to base res, then load, then switch back?
Loading the morph doesn't matter.
One way around the issues is to load the exported OBJ as a morph and set it to -100%, load your modified OBJ as a morph and set it to 100%, export the result as an OBJ, then load that on a fresh copy of the figure/scene (so you don't have the other morphs bloating the file size) as your final morph.
Make sure that you are using the same preset in the OBJ Export and Morph Import dialogues - if they don't match you may introduce additional scaling or orientation issues.
Morphs in Blender: scale to 100 before export?Export at scale 100 and import works. That means on existing scenes I'll have to scale up, load morph, scale down - sounds like a script job.
Another tut suggested to "Overwrite Existing: Deltas only" , seems to work."merge" morphs?Ex/import came to mind nut losing the jcms and all is what kept me from it. I'll go for master slider.
Let's appreciate/discuss today's new releases - more ongoinger threadthe only thing about Twinmotion is consolidating all the materials and chasing up extra maps, takes me longer than rendering
I actually use an old version initially as it finds the original paths, later ones you need to either export the textures to a folder too or manually find everything
its worse than DAZ studio itself when it comes to obj or FBX import in that way
but it does separate meshes, also I use the instances to objects script
Purchases not appearing in my install managerRichard Haseltine said:
Pancake said:
I'm having a simialr problem - I can download fine through DIM, but come content I cannot see through Studio's Install or Smart tabs?
I usually rely on the smart content tab for downloads because they have thumbnails and categories. :(
Tried manually updating metadata, logging in/out, several reboots, etc. But if I go thorugh DIM and install I see it in studio.
Not everything will appear in Connect - you can filter for that in DIM:
tag::all::CloudAvailable
(which is available by clicking the magnifying glass icon next tot he filter field in DIM if you have the default filters installed).
Thanks for the info - it does look like the ones I can't see in Studio are the ones that disappear when I apply that filter.
Is there no way to make the uninstalled products visible within studio?
I have a lot of content, and without the ability to create my own category tags it's very difficult to manage it all. The best I have is to go by eye and use the thumbnails to filter what I want to download.
"merge" morphs?export as obj at base res, import as morph via morph loader pro. As above, it will break all relevant custom correctives linked to those morphs. After import, it will need to have adjusted rigging and then have the adjusted rigging linked to morph.
Which DS Render Settings to get the same effect as in Blender?Thank you very much! I am using a .0hdr format because I got some transparency issues when I tried to create my HDRI into a .exr format (I didn't understand why). To import my HDRI into DS, I simply started from the default Ruins HDRI, that automatically appears when I compute a render without environnement in my scene:

Then, I loaded my .hdr file into the the environnement map.
I alreadu did that for HDRI that I bought on Renderosity (for example: the Milkyway HDRI (https://www.renderosity.com/marketplace/products/156095/milky-way-16k-hdris) and also the 2 MOUNTAIN HDRI (https://www.renderosity.com/freestuff/items/83244/2-mountain-hdri)), and I never got any brightness issue. Just for the first mountain of the 2 MOUNTAIN HDRI, I needed to decrease the environnement map strength to 1 rather tha 2, but beside that, I didn't need to change anything.
However, for the HDRI that I created with Vue, the Ruins HDRI settings don't work; here is a comparison of what I obtain in Blender and in DS with the Ruins HDRI settings:


By changing the environnemnt map strength and the tone mapping, I could improve that a little bit, but I'd never got the same effect as in Blender... Could it be due to the fact that I use Vue to create my HDRI? Since t's a HDRI, I turned off the Vue ray tracing and tone mapping to create it. I also tried with the Vue tone mapping turned on, but there is still this brightness issue...
On another hand, since it's a desert, it maybe normal for the environnement to be bright, but since the effect is completly different in Blender, I wonder if I made a mistake somewhere...
Show Us Your Bryce Renders Part 14I imported a sky dome and dragon skeleton. Added shiny mats and a sphere (of course.) I was trying to make another 'import' object scene and couldn't come up with a picture from the items that I had. This is the results.
Purchases not appearing in my install managerPancake said:
I'm having a simialr problem - I can download fine through DIM, but come content I cannot see through Studio's Install or Smart tabs?
I usually rely on the smart content tab for downloads because they have thumbnails and categories. :(
Tried manually updating metadata, logging in/out, several reboots, etc. But if I go thorugh DIM and install I see it in studio.
Not everything will appear in Connect - you can filter for that in DIM:
tag::all::CloudAvailable
(which is available by clicking the magnifying glass icon next tot he filter field in DIM if you have the default filters installed).
Purchases not appearing in my install managerI'm having a simialr problem - I can download fine through DIM, but come content I cannot see through Studio's Install or Smart tabs?
I usually rely on the smart content tab for downloads because they have thumbnails and categories. :(
Tried manually updating metadata, logging in/out, several reboots, etc. But if I go thorugh DIM and install I see it in studio.
Can't change hair color for Untamed Long HairI get the following error when trying to change the hair color for "Untamed Long Hair for Genesis 9, 8.1 and 8" [ https://www.daz3d.com/untamed-long-hair-for-genesis-9-81-and-8 ] ... An Error occurred while reading the file. See the log file for more details ... and this is what is in the error file ...
2025-11-03 11:37:02.550 [INFO] :: Prepare asset load (merge): /People/Genesis 8 Male/Hair/Daz Originals/Untamed Long Hair/Materials/ULH Melanin 0.2.duf 2025-11-03 11:37:02.550 [INFO] :: Locking viewport redraw... 2025-11-03 11:37:02.550 [INFO] :: Viewport redraw locked. 2025-11-03 11:37:02.670 [VERBOSE] :: Native format content directories: 8 2025-11-03 11:37:02.670 [VERBOSE] :: Poser format content directories: 3 2025-11-03 11:37:02.670 [VERBOSE] :: Other import format content directories: 0 2025-11-03 11:37:02.670 [INFO] :: Begin asset load (merge): /People/Genesis 8 Male/Hair/Daz Originals/Untamed Long Hair/Materials/ULH Melanin 0.2.duf 2025-11-03 11:37:02.690 [INFO] :: Determining missing assets... 2025-11-03 11:37:02.936 [WARNING] :: Invalid hierarchy for selected node(s) and "preset_hierarchical_material" type; no root(s) found. 2025-11-03 11:37:02.936 [WARNING] :: Error loading asset: E:/DAZ/Public Documents/My DAZ 3D Library/People/Genesis 8 Male/Hair/Daz Originals/Untamed Long Hair/Materials/ULH Melanin 0.2.duf Operation failed 2025-11-03 11:37:03.337 [INFO] :: Unlocking viewport redraw... 2025-11-03 11:37:03.337 [INFO] :: Viewport redraw unlocked.... I tried re-installing it via DIM and manually and I still continue to get this error. I don't have any problems with changing hair color of other hair packages.
EDITED TO ADD : This product also does not appear in the "products" section even though I installed it via DIM
Show Us Your Bryce Renders Part 14Great renders everyone!! It's fascinating how good everyone is these days.
I have been working now for a few months on a new-ish idea for volumetrics.
Below two renders. I took a scene from a few years ago featuring a fantastic Bryce model made by Dave Savage. The original, posted to my gallery, was even more overexposed than I realized. anyhow, I tweaked the brightness for this compariosn. This render is ideal for this cloudy study for obvious reasons, but also becasue the horizon is exposed. On the right is a new render. A few minor lighting tweaks...still want a slightly overexposed look. The main difference is the clouds.
Bryce volume slabs have always had a horizon problem in my view, gathering too much at the horizon and never accounting for planetary curvature. The version on the right doesnt curve either, and for that reason it does eventually end. Still this seems more natural to me than everlasting clouds into oblivion.
But I could be wrong.
Bryce cannot import nor export Open VDB files. I've always wanted to bring volume simulations from other apps into Bryce, so in this case I've taken a few months to find a way to model cloud planes with real geometry in Blender, and bring them into Bryce. I ensured that the bases were soft and flat, and the tops were crisp and dynamic in a way not really feasible with slabs in my experience.
Needless to say the polygon statistics are insane, but I've planned carefully.
So my questions are:
1. Do the clouds in the second version look more "natural" than the clouds I accomplished with the regular volume slab? What drawbacks do you observe visually that make one or the other more convincing to you?
2. If these cloud models were made available to the public, would anyone use them?
Generally speaking, they would only be appropriate for intermediate to advanced users. The meshes also are typically just under 2 million triangles per mesh, occupying about 470mb of scene ram each. To accomplish the view we see here, I used two unique cloud planes, instanced them into a grid of 9 plates, and then a third mesh is needed that fills in the distant areas closer to the horizon. There are just as many clouds out of view as there are visible. The three meshes together occupy some 1.5GB of scene ram, and with instancing of the meshes, the scene holds roughly 29 million triangles. With LAA, I still have about 2GB of available space before running out of memory, so still plenty of room for more stuff..trees. grass, etc if I desired.
Feedback is greatly appreciated. Thanks for your time.
Sagan: A DAZ Studio to Blender Alembic Exporter@TheMysteryIsThePoint
So, I’d like to share my impressions of working with Sagan.
First of all, I want to thank you once again for such a useful tool. Now that it’s possible to work with Daz hairstyles through the new Hair Geometry Nodes in Blender, it opens up some really cool possibilities for fine-tuning and customization — all without having to do any grooming.
So far, I’ve only tested the plugin in Blender. I’m not yet sure how it can be used together with MD, but I’ll be looking into it.
1. Working with classic Alembic seq (without hair curves)
Everything works great here — it bakes without issues, and with proper tessellation imo the hair looks identical to the Daz render. That’s perfect if you don’t want to mess with nodes and just bake the simulation directly in Daz, then import it into Blender.
2. Working with hair curves
This one is definitely a game changer for me. It takes some practice to understand how the node system works, but the flexibility is impressive. At first, I used the.blendfile shared by @TheMysteryIsThePoint and extracted everything I needed from it, but later I refined the setup a bit — added fuzz and other details.Thank you — it’s an amazing tool. I’ll keep actively participating in this thread, so feel free to share your thoughts as well.
And apologies if my review seems a bit “surface-level” — I’m not great with technical stuff, so this is more about general impressions. I might add more details later.P.S. Haven’t encountered any bugs so far :)
Here is few quick tests with hair curves + sim:
https://youtube.com/shorts/3-Rg2OZyawo
https://youtube.com/shorts/vjvTFr47NnAAnother external drive issueMy external drive (D) comes under New Content Set 2 and has CMC cluster box ticked, and other import formats box ticked.
Daz Studio 2026 Beta - version 6.25.2026.4408! (Updated February 18, 2026)Richard Haseltine said:
wsterdan said:
wsterdan said:
Richard Haseltine said:
wsterdan said:
Regarding: version 6.25.2025.30407 (October 31st) Mac version:
1. I can select and import audio files again.2. I still can't save a .mov file (as others have mentioned), so I'm back to converting multiple frames from the temp folder to a single .mov file and then add the audio to it. It's a minor irritant, but versions 6.25.2025.21707 (August 5, 2025) and 6.25.2025.22607 (August 14, 2025) saved a single .mov file that I could open in iMovie with audio and video all in one file.
I see lots of references to AI, Vicky, accents and Mac camera and microphone in the log, is this going to be for new lip sync?
I don't know about lots, but there is mention that the AI Chat pane is the Vicky Bot from the store - and that supports voice interaction which is the context for the microphone reference. I don't know anything about lip synch, but the log entries definitely don't relate to anything like that. Sorry it isn't good news.
Thanks Richard; I can't seem to access the logs at the moment, but I thought I saw reference to the Mac camera last night and I'm not sure what the computer's camera would be used for other than for some sort of facial or lip sync. I'll try again later to confirm that it wasn't my (almost always) overblown imagination.
Found it:
"Added camera usage description on macOS"So, if not facial or lip sync, what might this be pertinent to?
I beleive that they come as a pair, I don't hav a Mac but presumably at some point you get a permissions pop-up and I beleive that is where the usage description will come in - which may well say that this is just ancillary to the Microphone.
Thanks. That could be it. No worries, I'm not getting my hopes up. I'm just glad I'm able to import video again in the latest Alpha.










